In Le-Mesnil-Adelée, I sent a lone-figure half-track toward an exit. My opponent asked, "Could it get a medal upon exiting, since it wouldn't give a medal if it was destroyed?"

I can't see having to exit 3 Half-Track figures to get 1 medal!

Coincidentally, I also played Battle of Celles, which also has exits and half-tracks, but these HTs start with 3 figures.

My 2nd question is from Battle of Celles which has Winter Board, Minefields and the option to use Winter Cards. I don't think the minefield card has been updated since it came out.

It includes the line, "Draw at random from all minefield counters available."

Putting aside that the backs of the Pacific Mines are different from the others, I take this to mean that for most scenarios you draw from all mines you have to give a good distribution. It makes sense that if you just found a #4, there could still be a chance another #3 or #4 could appear, which is good.

The problem is Winter Wars minefields seem to change the rule.
It comes with 5 mines: 0,0,0,1,2. (0-60%,1-20%,2-20%)

W.W. p7

Because of the season most winter minefields are hastily deployed, which is in part the reason for the lower numbers on these minefields tokens.

If you shuffle these in with the others, it lowers the average for non-Winter Wars scenarios, and raises it for the W.W. ones.

Q: When do you use Winter Minefields?
Only for Winter Wars scenarios?
Whenever using the Winter Board?
When using Winter Combat Cards?
Just for Battle of the Bulge scenarios?
Has there been a previous clarification of this?

The Eastern Front mines were made for its winter board scenarios, so I wouldn't use WW mines for all winter board scenarios.

Battle of Celles does occur during the Battle of the Bulge, and says, "If you own the Winter Wars expansion, Winter Rules and Combat cards are optional."

I played a Winter Wars scenario with mines on Vassal a month or so ago, and we decided that if a mine higher than 2 came out we discarded it and drew another one. I believe this included Pacific Mines so it would have been:
11-0s(42%), 7-1s(27%), 8-2s(31%), 26 mines.
But if you didn't include Pacific and had no 3s and 4s:
10-0s(45.5%), 5-1s(22.7%), 7-2s(31.8%), 22 mines.

So for my games, if we played with Winter Cards (on the Western Front) then I'd suggest taking out (or re-drawing) #3 and #4 mines. If we didn't use Winter Cards then I'd advise drawing from all the mines.

I played Rzhev OL (Eastern Front) with Winter Cards and used all the mines, discovering a 0, #3, and #4 in 2 games, but this wasn't an official option. I think I'd do it this way if playing Red Barricades with Winter Cards, too.

I use the mines that came with the relevant expansion in part because I assume that's how the scenarios were play tested (probably a stupid assumption though). If no one expansion is relevant, I choose mines from one expansion set and combine when more are needed. However, the recommendation in the past was to mix them all together.

It doesn't really matter however if you play the scenario twice, switching sides. In that case, just do whatever you want and inform your opponent before hand.

As for your first question, I'm not sure there is any reason to doubt the rules of the scenario (even if an opponent tries to alter the rules).

BTW, The scenario, Le-Mesnil-Adelée, is from the bonus scenarios in The Disaster at Dieppe battle map release.

As the rules are written, the half-track units are "units" and hence can be exited for a medal. (That is, of course, until, R. Borg says otherwise.) But, when I play games I assume the rules are correct to begin with and play accordingly. Occasionally, some opponents need to be reminded that there is not enough time and space to enumerate every rule that DOES NOT apply to a scenario. Hence a scenario will, hopefully succinctly (unlike this post) enumerate only the rules that apply.

Rules clarifications needed for Memoir'44, terrain 15 - Wire
Can wire be removed by infantry:
Instead of a Banzai War cry attack? (Imperial Japanese Army)
After a Banzai War cry attack by engineers? (Imperial Japanese Army)
Instead of a Stiff Upper Lip attack (battle back)? (BCF)
After a Stiff Upper Lip attack by engineers? (BSF)
Instead of the second Close Assault from the Furia Francese? (French Army)
Instead of battling when ordered by the Close Assault command card?
Instead of battling when ordered by the Firefight command card?

I sent a message (in black) to Mr. Borg, and he was kind enough to reply (shown here in red).

Quote:

The following question came up last night, with regard to the next scenario in the Vassal Ladder tournament -- Battle of Hong Kong.

An IJA infantry unit moves 2 hexes onto wire adjacent to an enemy unit. May he remove the wire instead of battling?

My analysis of the situation is, "IJA may move 2 and battle in Close Assault. IJA is an Infantry. Infantry may remove Wire instead of battling. Therefore, IJA that move 2 may remove Wire instead of battling in Close Assault." Some people see it differently.(RB) It also seems logical by rule, that the Infantry unit could remove the wire instead of battling.

One of the players extended to question to cover some additional situations: Can wire be removed by infantry ...
Instead of a Banzai War cry attack? (Imperial Japanese Army)(RB) Yes

After a Banzai War cry attack by engineers? (Imperial Japanese Army) (RB) Yes

Instead of a Stiff Upper Lip attack (battle back)? (BCF) (RB) No

After a Stiff Upper Lip attack by engineers? (BSF) (RB) No

Instead of the second Close Assault from the Furia Francese? (French Army)(RB) Yes

Instead of battling when ordered by the Close Assault command card? (RB) Yes

Instead of battling when ordered by the Firefight command card? (RB) Yes

1. Oceans and Shorelines(from Med Theater): It reads maximum movement in ocean is 1 hex. (Obviously there's an exception for landing craft.) But for normal units I'd always taken that to mean you can't move 1 on a beach, hill or desert then move 1 more into the ocean or shoreline hex (similar to the limit-2 rule for beach). This comes up when pulling back a wounded unit out of range into the ocean, or entering a curving shoreline hex to get to an adjacent land hex next turn. However the online game lets you move 1 on the beach, then 1 into the ocean.

Is there a limit-1 movement rule for Oceans and Shorelines?
Or is it, Unit entering Ocean and Shoreline hex must stop?

2. When does Oasis Recovery happen?
I saw Hospital Recovery happens "like Medics" when ordered, but I couldn't find anything that specifically says that for Oasis Recovery. The Online game prompts you when done ordering units. It makes sense that it should be when ordered, and not when you decide whether to attack.

Note: According to rules in Winter Wars, Tank Destroyers that don't move should ignore the terrain dice reduction of target AND reduction from its terrain (Towns, Villages & buildings). In the FAQ under Towns, it seems to describe Tank Destroyers being able to shoot Town-to-Town only when it gets a +1 from card.

2) As units which recover figs in an Oasis may not move or battle on the same turn, it seems that recovery should be in the order phase.

3) That section in the FAQ overlooks the fact that TDs that do not move do not have any reduction when firing from a town. So a stationary TD can fire from a town to a town with 2d.

JFKoski wrote on Mon, 31 March 2014 17:42

1. Oceans and Shorelines(from Med Theater): It reads maximum movement in ocean is 1 hex. (Obviously there's an exception for landing craft.) But for normal units I'd always taken that to mean you can't move 1 on a beach, hill or desert then move 1 more into the ocean or shoreline hex (similar to the limit-2 rule for beach). This comes up when pulling back a wounded unit out of range into the ocean, or entering a curving shoreline hex to get to an adjacent land hex next turn. However the online game lets you move 1 on the beach, then 1 into the ocean.

Is there a limit-1 movement rule for Oceans and Shorelines?
Or is it, Unit entering Ocean and Shoreline hex must stop?

2. When does Oasis Recovery happen?
I saw Hospital Recovery happens "like Medics" when ordered, but I couldn't find anything that specifically says that for Oasis Recovery. The Online game prompts you when done ordering units. It makes sense that it should be when ordered, and not when you decide whether to attack.

Note: According to rules in Winter Wars, Tank Destroyers that don't move should ignore the terrain dice reduction of target AND reduction from its terrain (Towns, Villages & buildings). In the FAQ under Towns, it seems to describe Tank Destroyers being able to shoot Town-to-Town only when it gets a +1 from card.

1. Oceans and Shorelines(from Med Theater): It reads maximum movement in ocean is 1 hex. (Obviously there's an exception for landing craft.) But for normal units I'd always taken that to mean you can't move 1 on a beach, hill or desert then move 1 more into the ocean or shoreline hex (similar to the limit-2 rule for beach). This comes up when pulling back a wounded unit out of range into the ocean, or entering a curving shoreline hex to get to an adjacent land hex next turn. However the online game lets you move 1 on the beach, then 1 into the ocean.

Is there a limit-1 movement rule for Oceans and Shorelines?
Or is it, Unit entering Ocean and Shoreline hex must stop?

Units can only move one hex in Oceans and then must stop. They do no require the full movement to be 1...so units can move one hex on the beach and then one hex into the Ocean.

Quote:

2. When does Oasis Recovery happen?
I saw Hospital Recovery happens "like Medics" when ordered, but I couldn't find anything that specifically says that for Oasis Recovery. The Online game prompts you when done ordering units. It makes sense that it should be when ordered, and not when you decide whether to attack.

Recovery happens after order but before movement. This is required since units are not allowed to move or battle the turn they recover. So you have to start your turn on the hex and can't move after recovering.

Quote:

Note: According to rules in Winter Wars, Tank Destroyers that don't move should ignore the terrain dice reduction of target AND reduction from its terrain (Towns, Villages & buildings). In the FAQ under Towns, it seems to describe Tank Destroyers being able to shoot Town-to-Town only when it gets a +1 from card.

I'm at work right now but I'll look further into this when I have a chance.

So we get the ones that came with the theatre and then draw from that pool.

That made sense to me and how I used to play. I'd print out the scenarios, such as from the Vercors campaign, and write the TP mine distribution, like those above.

But then it stopped working. There were some scenarios which had too many minefields, like Alpha Yellow (12) or Six Days Run-BT (19), the latter having more than TP + MT.

I think jdrommel wrote back or posted that he didn't put extra ones on by mistake, but to use mines from other sets too. Fortunately, I got WW at the same time as BT so could make it to 19.

Lately I played Peleliu Landings OL (7), where your supposed to have 2 PT packs, so would you use 2x the PT mines (0011112244)? I've been using all the mines (like Vassal) and trying to ignore that some don't say "ACHTUNG" on them.

Sometime I hope to play The Capture of Tobruk OL (16). (BTW, Why would none of the MT scenarios use Air Rules, but this desert OL does?). You could do 2x the MT mines or just use all you got.

Since none of the scenarios say "use Terrain Pack minefields" or "use Eastern Front minefields" either way will work. The exception is Winter Wars where the distribution is different, and I think those scenarios should say, "use Winter Wars minefields."

So we get the ones that came with the theatre and then draw from that pool.

That made sense to me and how I used to play. I'd print out the scenarios, such as from the Vercors campaign, and write the TP mine distribution, like those above.

But then it stopped working. There were some scenarios which had too many minefields, like Alpha Yellow (12) or Six Days Run-BT (19), the latter having more than TP + MT.

I think jdrommel wrote back or posted that he didn't put extra ones on by mistake, but to use mines from other sets too. Fortunately, I got WW at the same time as BT so could make it to 19.

Lately I played Peleliu Landings OL (7), where your supposed to have 2 PT packs, so would you use 2x the PT mines (0011112244)? I've been using all the mines (like Vassal) and trying to ignore that some don't say "ACHTUNG" on them.

Sometime I hope to play The Capture of Tobruk OL (16). (BTW, Why would none of the MT scenarios use Air Rules, but this desert OL does?). You could do 2x the MT mines or just use all you got.

Since none of the scenarios say "use Terrain Pack minefields" or "use Eastern Front minefields" either way will work. The exception is Winter Wars where the distribution is different, and I think those scenarios should say, "use Winter Wars minefields."

I play mines from the set associated with the scenario. If too many required I just add another compatible set and randomly draw the required number. It really doesn't matter all that much. After all if you switch sides then it's even anyway, but wouldn't really matter if you didn't.

Q:
With River Mouth fordable in D-Day Landings, does a hill adjacent count as Shoreline or Beach? Normally River Mouth would be impassable, so it wouldn't be a problem, but now units can ford. River mouth looks like shoreline or beach, but does that make it so, and which? Or does it simply count as "inland side" and hills are just hills?

In short:
Does a hill adjacent to a river mouth count as Bluff (River Mouth acts as Beach)?
Does a hill adjacent to a river mouth count as Cliff (River Mouth acts as Shoreline)?

* it does say river mouth mouth does not count as beach for Beach Control, but that might only apply to Beach Control and not to adjacent hills.

This is not clear by reading just the summary cards, or in the FAQ, but it is in the EP rule book.
Most players use the summary cards and Faq to play, and don't go trough all the rule books to look up a rule, so an addition in the faq would be nice.

This is not clear by reading just the summary cards, or in the FAQ, but it is in the EP rule book.
Most players use the summary cards and Faq to play, and don't go trough all the rule books to look up a rule, so an addition in the faq would be nice.

Thanks for the idea, but the FAQ is already so big that I won't be adding anything that's clearly outlined in the rules.

The chief reason for the rule, Landing craft are treated like Armor for all purpose, is that like an armor unit, a landing craft movement has the same restrictions for the following terrain types; hedgehog, bunker, field bunker, fortress, marsh, mountain, cliff, sea bluff, road block, city ruins, dragon teeth, ravine, abates and beach.

Does a landing craft also remove wire?
Since it's considered armour for all purposes and I can't find a rule saying it doesn't remove wire.
Other exceptions (can't be ordered by armour assault) are marked somewhere specifically. Removing wire isn't.

If the LC doesn't remove wire, is the wire removed if the LC drops of an armour unit on the wire?

Road blocks do not affect the road movement rule and in the future the FAQ will reflect the new rule that bridges also do not limit road movement.

...but:

Road blocks do not cancel the road bonus movement. However you must stop when you enter the road block hex.

Thanks for the additional clarification TC. I was not intending to elaborate on the rule only wanting to show the reference site for Antoine's ruling. But good of you to elaborate for other readers. Thanks.

Antoine Prono (DOW rules czar) stated:

Quote:

Road blocks do not cancel the road bonus movement. However you must stop when you enter the road block hex.

Bridges no longer cancel road bonus movement. This will be reflected in a future update of the FAQ.

Road blocks do not affect the road movement rule and in the future the FAQ will reflect the new rule that bridges also do not limit road movement.

...but:

Road blocks do not cancel the road bonus movement. However you must stop when you enter the road block hex.

Thanks for the additional clarification TC. I was not intending to elaborate on the rule only wanting to show the reference site for Antoine's ruling. But good of you to elaborate for other readers. Thanks.

Antoine Prono (DOW rules czar) stated:

Quote:

Road blocks do not cancel the road bonus movement. However you must stop when you enter the road block hex.

Bridges no longer cancel road bonus movement. This will be reflected in a future update of the FAQ.

Yes, I did that just in case some readers did not check out the links for the complete explanation

Antoine, Richard, and I are starting to work on the next FAQ update. It will take us a while still but at least the process has started.

I'm going to use this post over the next little while to gather the questions that have been asked (and their answers if we have them) since the last update.

Reminder: The only questions that will be included in the Official FAQ are those that are not clearly outlined in the rules and are situations that are in Official scenarios.

As always, I welcome any input and help in the process.

Hobart funnie Bobbin tank.

I assume when it moves over wire (as this does not stop that type of tank) then the wire is removed at the same time (way the wire is removed by regular armor). If this is true, they certainly come in handy as they can move 3 hexes along a beach and remove up to 3 wire in one move.

Antoine, Richard, and I are starting to work on the next FAQ update. It will take us a while still but at least the process has started.

I'm going to use this post over the next little while to gather the questions that have been asked (and their answers if we have them) since the last update.

Reminder: The only questions that will be included in the Official FAQ are those that are not clearly outlined in the rules and are situations that are in Official scenarios.

As always, I welcome any input and help in the process.

Hobart funnie Bobbin tank.

I assume when it moves over wire (as this does not stop that type of tank) then the wire is removed at the same time (way the wire is removed by regular armor). If this is true, they certainly come in handy as they can move 3 hexes along a beach and remove up to 3 wire in one move.

Big Guns and flags: If a Big Gun rolls a hit and a retreat against a unit, does the unit get a crosshair marker?

Both the Pacific and Equipment Pack rule books say it's "When a Big Gun scores a hit on an enemy unit and the unit is not eliminated or forced to retreat." However, the part about the retreat is omitted from the summary card. (PT came before the summary card, and EP came after, so it's clear that the card is in error.) The FAQ is silent on the question.

Big Guns and flags: If a Big Gun rolls a hit and a retreat against a unit, does the unit get a crosshair marker?

Both the Pacific and Equipment Pack rule books say it's "When a Big Gun scores a hit on an enemy unit and the unit is not eliminated or forced to retreat." However, the part about the retreat is omitted from the summary card. (PT came before the summary card, and EP came after, so it's clear that the card is in error.) The FAQ is silent on the question.

It would be good to clarify this apparent contradiction in the FAQ.

There isn't really a contradiction...the summary cards are limited in their space, so it's best to always go based on the full rules unless you hear something different.

You don't get to place the Crosshair marker unless the unit is hit and stays in the same hex. I hope this helps!

The question came up recently in at least two matches, because Mamayev Kurgan is the current scenario in the Vassal Ladder. (We played it wrong in my tournament match, because I relied on the summary card and the FAQ, rather than pulling up the manuals.)

I looked at the card. There would have been plenty of space to add it.

It is not that the unit itself is targeted. It is the fact that the hex is now ranged in.
And so if the unit REMAINS IN THE HEX (doesn't retreat) that it will come under more severe fire in the future. Hence the additional die on the next attack.

So even though the card does not explain this, the full rule set does.

I know Sam that this does not help you at all after the fact, however, if from playing both sides, you and your opponent applied the rule equally, then at least your games were fair. However, the outcome could have possibly been different.

Unfortunately the FAQ is not intended as a replacement for the original rule but as an addendum for further clarification.

Maybe you could send a note to Bart and he could adjust the text on the card in the Vassal Module.

I have a question concerning supply trains:
What happens with the train when the units have left the train ? Does it just stay there or can I order it to move around so it protects some units hiding behind it (Los) ?